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Heroes Community > Heroes 7+ Altar of Wishes > Thread: ~ Heroes 6 - Public Closed Beta Impressions
Thread: ~ Heroes 6 - Public Closed Beta Impressions This thread is 33 pages long: 1 10 20 ... 25 26 27 28 29 ... 30 33 · «PREV / NEXT»
Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 18, 2011 03:40 PM

The 1/3 bit has gone in the public beta.

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mytheroes
mytheroes


Famous Hero
posted July 18, 2011 03:57 PM

Ok, but I still prefer the good-old necromancy though.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted July 18, 2011 04:03 PM
Edited by Zenofex at 16:13, 18 Jul 2011.

Quote:
You're missing the point here. One of the enjoyable and unique experience of playing necro is the ability to raise undead from fallen enemies and now it's gone. Unbalanced? Only in H5 pre-ToTE maybe.
It was overpowered in Heroes II and III as well and it was truly a madness in Heroes IV - raising the best level 3 creature in the game with Grandmaster level of the skill. The current Necromancy is dull indeed - just another form or resurrection - but it may be easier to balance.
Edit: by the way the real problem is that Haven and Necropolis have almost identical play style - low damage, high  durability, predominantly defensive tactics, the opponent is expected to break his head into your troops and not to be crushed offensively. Talking about unique play styles...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 18, 2011 04:27 PM

H5:TotE had a pretty interesting Necromancy concept imo., you had the option to raise different kinds of troops depending on when you used to use your DE points, I liked that.

H4 Necromancy was just a laugh, but then several H4 factions were pretty broken (I didn't know about fan-made mods back then to balance things) ... try Grandmaster Scouting for one.

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mytheroes
mytheroes


Famous Hero
posted July 18, 2011 06:19 PM

Yes, I agree the H4 Vampire raising is too much indeed. H3 is similar to H5 pre-ToTE but I still think it's not as overpowered as in H5 pre-ToTE maybe because the lack of range capabilities. H5 ToTE strikes the balance good enough with an additional feature of choosing what to raise. Yes, I agree the current necromancy maybe easier to balance but the unique playstyle of Necropolis is now gone. Also, are creature growth now pretty much the same for all the factions?

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Hotarubi
Hotarubi


Known Hero
posted July 18, 2011 07:07 PM

Well I suppose I was not meant to play the public BETA. I just pre-ordered from GAME (UK retailer) last week as per the Community Developer's list of participating retailers, and they said they are not providing BETA keys.

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emilsn
emilsn


Legendary Hero
posted July 18, 2011 08:09 PM

It is weird.. I really don't enjoy the beta that much, but my problems are very... lame

So I don't feel like nagging , but I must say, the voices are horrible..

But I still need to give it more time.. It is like you never get anywhere in the game..
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 18, 2011 10:01 PM

I gave it a shot again yesterday and it seems it has been stealthly updated and runs a lot more stable now. Can't say if uninstalling and installing again had anything to do with it, but it didn't crash on me once while I tried the Sanctuary map again.

All the other bugs (and things that bugged me) persisted though. I had a few fights where the creatures were floating in midair, for example.

Also, I can't for the life of me figure out how to get enough tear or blood points to complete the class change sidequest, outside of abusing the arena.

After you reach a certain number of points towards either side you can no longer gain any by casting respective spells in combat.
Maybe it would be enough with the second decision you have to make on that map, but the map is over right after...

And by the way, I hate that reputation system. It just as boring and restrictive as any good/evil system I've ever seen.
____________
In ur base killing ur doods... and raising them as undeads.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 18, 2011 10:38 PM

Yes the stability was improved with 1.1 but the bugs remain. DOn't worry about blood/tears, the system isn't exactly working atm. For one it's supposed to multiply the points by the xp modifier. It's not really restrictive in that getting blood points does not mean your tears rating will be affected.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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KingImp
KingImp


Famous Hero
posted July 18, 2011 10:45 PM

I sure hope they plan on fixing Tactics (if they haven't already done so) because it's quite annoying to have to reset your troops for every battle. Once you place them, it should remember that placement, like it did in H5.

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xerox
xerox


Promising
Undefeatable Hero
posted July 18, 2011 11:31 PM

I was very disappointed with the H6 Necromancy.

I thought that their racial would be a lot about raising actual troops on the battlefield. So if you kill 20 Sisters, you could in combat raise some of them as Ghosts.
That would have made the faction unique.

Instead we got a glorified Heal spell that functions as a boring racial. :/
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted July 19, 2011 02:38 AM

I miss my Necromancy skeletons.  You know, the skeletons that got raised automatically at the end of combat and were just added to your army as mindless drones, ready for the slaughter?

Yeah, those skeletons.

Not really sure why they decided to make skeletons into archers, come to think of it.  They're supposed to be cannon-fodder, not artillery.

But yes, I do think the Necromancy racial ability is kind of absurd right now.  All of the racials are, now that I think of it.  +X to attack and defense?  Immunity to one attack?  Gate a whopping two (two!) units to back up an army of 300?

It's official:  Heroes are worthless in combat.  The Necromancy racial is way more powerful than any other racial, and it's still disappointing.  And the fact that it doesn't cost your hero an action doesn't make any sense at all.

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mytheroes
mytheroes


Famous Hero
posted July 19, 2011 06:46 AM

Quote:
I was very disappointed with the H6 Necromancy.

I thought that their racial would be a lot about raising actual troops on the battlefield. So if you kill 20 Sisters, you could in combat raise some of them as Ghosts.
That would have made the faction unique.

Instead we got a glorified Heal spell that functions as a boring racial. :/


That is what I thought too that you perform the actual raising on the battlefield. The free heal is nice in gameplay point of view or even overpowered but it's just plain boring. I think now Inferno's Gating is a lot more interesting.

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted July 19, 2011 04:22 PM

And they just nerfed the gating ability.

...Tell me again why that ability needed nerfing in the first place?  I only ever got two units out of it, ever.  Am I missing something?

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Zeki
Zeki


Supreme Hero
sup
posted July 19, 2011 04:29 PM

Quote:
Gating summoning power reduced by 45%


omg, this is maybe the falsest decision they could have made, inferno already is very weak just like their gating! They should have reduced sanctuary a bit, it's too strong.

Buut the other things are good. Another multiplayer map would have been better but that campaign map is still more than nothing.
____________

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KingImp
KingImp


Famous Hero
posted July 19, 2011 04:40 PM

Quote:
Quote:
Gating summoning power reduced by 45%


omg, this is maybe the falsest decision they could have made, inferno already is very weak just like their gating! They should have reduced sanctuary a bit, it's too strong.


Yeah, I'd love to see the feedback where ANYONE said that Inferno was overpowered and needed to be nerfed.  

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Kitten
Kitten


Known Hero
Roar
posted July 19, 2011 04:43 PM

Cyclops 300 HP -> 330
Seraph  300 HP -> 325. Cyclops gets 5 more HP

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admira
admira


Promising
Famous Hero
posted July 19, 2011 05:07 PM

That's more like it. now this give me a little hope. At least there are indeed patches and fixes in progress.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted July 19, 2011 05:15 PM

Quote:


Yeah, I'd love to see the feedback where ANYONE said that Inferno was overpowered and needed to be nerfed.  



It is no joke,we know the truth.Evil red chili annoying demons are to be nerfed to ad absurdum because everyone hates them,even in Ashan.

Ubi took the fight agaisnt them to a new level.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted July 19, 2011 05:43 PM

Quote:
I was very disappointed with the H6 Necromancy.

I thought that their racial would be a lot about raising actual troops on the battlefield. So if you kill 20 Sisters, you could in combat raise some of them as Ghosts.
That would have made the faction unique.

Instead we got a glorified Heal spell that functions as a boring racial. :/


I agree.  It's very lame in its current incarnation.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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